Difference between revisions of "Umbrarum Regnum"

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|theme = Fantasy
|theme = Fantasy
|influences = ADoM, Betrayal at Krondor, The Witcher, Neverwinter Nights
|influences = ADoM, Betrayal at Krondor, The Witcher, Neverwinter Nights
|licensing = Whiskyware
|licensing = none
|language = [[Cpp|C++]]
|language = [[Cpp|C++]]
|platforms = [[Windows]]
|platforms = none
|interface = True Colour custom [[ascii|ASCII]] set
|interface = none
|site = http://umbrarumregnum.110mb.com
|site = none
|length = unknown
|length = unknown
}}
}}


Umbrarum Regnum is an overambitious project, probably bound to be [[vapourware]]. It initially was supposed to feature a complicated magick system, detailed and realistic combat, political and commercial interactions between different kingdoms, etc. At the moment, none of this is implemented yet. But at least it looks neat :).
Umbrarum Regnum is an overambitious project, probably bound to be [[vapourware]]. It initially was supposed to feature a complicated magick system, detailed and realistic combat, political and commercial interactions between different kingdoms, etc. At the moment, none of this is implemented yet.


The game is currently undergoing a total rewrite, since the previous code was very sloppy and barely maintainable.
The game has seen two tech demo releases, raising comments ranging from critique (mostly because of a badly done user interface) to praises (mainly regarding the graphics and map generation). However, bad coding practices and the lack of motivation have led to putting the project on hold in 2008. It will be resumed at some point after the release of [[Umbra]] and Deliquium Solis.
 
== Previous version features ==
Most important features implemented were:
* UI (True Colour ASCII console emulator powered by libtcod, written and developed by Jice)
* Multiple resolution support (from 640x480 to 1024x768)
* pregenerated overworld with different terrains and 49 settlements
* random map generators (wilderness tiles, dungeons, caves, perfect or partially braided labyrinths and towns)
* savegame read/write
* fast pathfinding
* plenty of races, professions and skills
* some monsters to fight
* very basic combat system (to be developed later)
 
== Rewritten version features ==
The features that have made it to the rewrite so far are:
* UI (again libtcod is used)
* some limited interaction between the PC and the environment (mostly collision handling)
* 'l'ook command handled with the mouse
* a more advanced than before forest generator based on Perlin noise
* 2.5D maps, with two height layers (flat ground and rooftops/treetops)
* ambient and dynamic lights
* limited NPC support (no AI)
* time management system
* configurable fonts and font sizes, as well as terminal sizes
 
== To Do List ==
The features that are next on the TODO list are:
* NPC AI
* combat system
* more map generators

Latest revision as of 10:26, 2 November 2010

Umbrarum Regnum
Talkie-Talkie Project
Developer Mingos
Theme Fantasy
Influences ADoM, Betrayal at Krondor, The Witcher, Neverwinter Nights
Licensing none
P. Language C++
Platforms none
Interface none
Game Length unknown
[none Official site of Umbrarum Regnum]


Umbrarum Regnum is an overambitious project, probably bound to be vapourware. It initially was supposed to feature a complicated magick system, detailed and realistic combat, political and commercial interactions between different kingdoms, etc. At the moment, none of this is implemented yet.

The game has seen two tech demo releases, raising comments ranging from critique (mostly because of a badly done user interface) to praises (mainly regarding the graphics and map generation). However, bad coding practices and the lack of motivation have led to putting the project on hold in 2008. It will be resumed at some point after the release of Umbra and Deliquium Solis.